TerraTech

TerraTech

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zeronics Apr 21, 2020 @ 5:46am
My main issues with the campaign.
So I have played through the campaign solo and most of the way through in co-op with one friend. I found that the campaign became less fun the further I got, heres why.

1. Difficulty/Enemies
To put it bluntly, most of the enemy designs you come across are trash. At the very beginning this wasnt too much of an issue but very quickly the majority of enemy techs simply cant keep up. The only techs that are a threat by the mid game are the gun walls but even those seem to fall behind once you have enough AOE weapons to strip off most of their tiny gun spam with your first volley. After the halfway point I never once encountered a tech I couldnt simply overpower. I want a design/tactical challenge, not no challenge.

2. Weapons
I really dont understand why almost all of the weapons cant lead targets and cant compensate for your own techs velocity. That second point renders fast techs mostly useless until you can find enough missile launchers to equip one, at which point they are super OP since 99% of enemies cant even hit them. The end result of this is that most fights are determined by which tech has the most/biggest guns crammed onto them. The advantage should go to the tech that is better designed and/or utilizes better tactics, not the bigger one with the most turret spam.

3. Tech Movement Types
Land types are fine. However all the other types have issues. Hovercraft are easily the best option BUT they require specific rare blocks to be effective. Planes could be quite good except most weapon types are useless on them and they are difficult to control. Helicopters and antigrav craft both have the same major issue; they require very specific endgame blocks to even construct at all. Basically, land vehicles are the only thing most people will bother with for most of the game because they are easy to build, effective, and use extremely common parts. This results in almost every single enemy being a land type.

4. Crafting/Bases
My problem here is that the mission system seems to run counter to the base system. Why would I waste time building a base if I could be spending that time unlocking new parts and ranking up the factions? Why build a big permanent base if im just going to end up 5km away chasing the scripted missions? I never crafted anything outside of the crafting missions simply because I never felt like it would be the most fun option.

TL;DR- Too easy, guns are weird, wheels are king, and bases are not important enough.

Last edited by zeronics; Apr 21, 2020 @ 5:54am
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Showing 1-8 of 8 comments
Copper Boltwire Apr 21, 2020 @ 6:55am 
I agree with point 4 totally.
The nice thing is, however, is that you can "pack" up a base again via snapshots and such, but it's tedious, and more often then not, you are left with left-over resources...

Having a base means you almost anchore your self to one area - But as you said, missions ends up taking place 5-10km away, and driving 1-2 even in Venture Faction stuff is a slow process, let alone 10km.

So Bases are things that are mostly ignored by people unless forced to use them otherwise.


Points 3 - I HATE how hovercraft systems work, why am i given items for hovercrafts early when i need to use lategame stuff anyways just to stabalize and actually have a viable design?
Tried in R&D Labs DLC thing to create a helicorter thingy, and the controls (even after setting to helicopter) threw me off a bit... don't know about you, but air-vehicles are kinda pointless.


Venture's Missile launchers are not the strongest, but Mid-game to endgame they still pack quite the wollop and with enough of them you don't need anything but them.
3-4 of them and you can take on quite a lot of the trashy tech you meet.
Especially GSO-GeoCorp exclusive Tech. They pop apart in 1-2 volleys depending on the amount of blocks you need to burn through.
Have 10 or 20 launchers and you just need to fire once and forget, nothing stops you, or gets close enough to matter.

Example, at my base, i got 2 Ais sitting at either side of my base, each with 10 launchers. When enemy Tech approches, i just sit with a grin and watch a swarm of ~50 homing missiles turning a 10-30 block tech into history, smoke, poor fireworks and a "huh? ooh..." moment.
oturtle Apr 21, 2020 @ 6:28pm 
game starts too hard and ends up too easy.
Drackmore Apr 21, 2020 @ 8:52pm 
Yeah I agree with Point 4 as well the game forces to much of a nomadic life style to really settle down. I pretty much just made my super massive and slapped a tank shell over the whole thing anchoring it is an absolute ♥♥♥♥♥ though up until you get Better Future's Sky Anchor. But it beats having to summon a base every time I want to craft something.

Honestly the only time I even bother with crafting is with Venture's fabricator to make 8x resource blocks payload terminal so I can just buy what I want and rarely before I max out the license ill make a weapon or wheel I can't buy usually something from Hawkeye or Better Future. But otherwise its to tedious to deal with base building outside of wanting to have a place to call home.


Originally posted by Copper Boltwire:
Venture's Missile launchers are not the strongest, but Mid-game to endgame they still pack quite the wollop and with enough of them you don't need anything but them.
3-4 of them and you can take on quite a lot of the trashy tech you meet.
Especially GSO-GeoCorp exclusive Tech. They pop apart in 1-2 volleys depending on the amount of blocks you need to burn through.
Have 10 or 20 launchers and you just need to fire once and forget, nothing stops you, or gets close enough to matter.
Personally I would just use like 4 cruise missiles super accurate against all but the tiny tiniest of enemies and even then only at close range and can engage enemies FAR outside of your lock range as long as you point the missiles remotely in their direction.
Matt Apr 22, 2020 @ 4:28am 
Some interesting points being made here! Allow me to shed some light on them. Hopefully, I can put your mind at ease, or at the very least answer your concerns.

1. We're constantly looking at the enemy population and adding/removing Tech from it to make sure it's as fun and diverse as possible. We've just closed a thread on our own forums asking players to submit their own Better Future Techs, for example. These should make it into the game in the next update.

2. I agree weapon accuracy and enemy AI behavior could be much better. We currently have a prototype for shot leading in the works which will address this.

3. There actually isn't any other type of enemy Tech in the game right now other than ground vehicles. We do have a prototype for flying AI which we hope to implement at some point.

4. The reasoning behind this was that as a sandbox game you had a choice of ways in which you could progress. Missions, crafting, enemy combat, exploration, for example. These are all ways in which you can progress and unlock new blocks and designs but you are correct in that sometimes they don't' run side-by-side.
Copper Boltwire Apr 22, 2020 @ 6:16am 
Matt - If you guys could design quests to atleast not have you scoop 5-10km away.
Another way would have the ability to designate a base as your actual HQ and thus quests would not stray toooo far from the the players base....
zeronics Apr 22, 2020 @ 6:31am 
Originally posted by Matt:
Some interesting points being made here! Allow me to shed some light on them. Hopefully, I can put your mind at ease, or at the very least answer your concerns.
You kinda didnt. Although I think thats somewhat my fault for mixing multiple issues in each point. Allow me to clarify.

1. My real main issue here is that the campaign gets too easy too quickly. The problem is the change in difficulty seems reversed and too dramatic. Pick whatever difficulty level you feel fits best. Just make sure that the difficulty level you choose never changes dramatically or unintentionally.

2. You got this one right. At least, as long as that shot leading system accounts for the velocity of the target AND the velocity imparted into projectiles from the firing tech itself.

3. The point here was that wheels/tracks felt like the only real option until the very end of the campaign. Just be even more clear, im not saying I couldnt use the other movement blocks, just that I felt that using them would put me at a large disadvantage and that didnt change until I got certain late game blocks, meaning I never used the other movement types as much as I would have liked to.

4. What I was saying here is that doing missions felt like the clear and obvious best use of time. Im all for having different ways to progress, as long as none of them feel like a significantly better option than the others.


Last edited by zeronics; Apr 22, 2020 @ 6:38am
76561199047450930 Apr 22, 2020 @ 2:50pm 
if nobody want the game can u at lest give it to me i will love to play it with of without bugs
CoolGMan Apr 23, 2020 @ 12:35pm 
i use a plane with 3 batterys, a bunch of wings, a bunch of propellers, and 6 missil launchers. it litterally destroys anything in its path. thoes missile launchers in groups are WAY TO OP. i wish i didnt have to use them but every other gun sucks on a plane. i went on to the venture minni missels but the pod for them is WAY to big and bulky to really use. planes can go over large terrain that most techs cant even hover. and no other ai techs in the game can combat them. a huge problem i have with them is I CANT GET IT TO WORK AS A CAR AND PLANE!. i have to switch and SWITCH and SWITCH between car and plane. go around your base? SWITCH. fly over to intercept and protect your base? SWITCH. land so you can collect parts from the tech you destroyed? SWITCH. WHY cant there be a way to select both car and plane ahead set up two hot keys so you can press ; for drive mode and ' for flight mode instead of stopping and switching and saving the layout every time?
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Date Posted: Apr 21, 2020 @ 5:46am
Posts: 8